Mostly known as a "Quake III On Doom" mod, Hunter's Moon is a mod for Zandronum and GZDoom that consists in bring the Player versus Environment experiences that Quake III Arena never had.

Report RSS Here comes a great update!

Version 2.8 is arriving today! Unfortunately not with the maps update because once again the mod is passing by a great time of content renewal.

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Hunter's Moon Version 2.8

From left to right: Baerhon's Lair Part 1, Baerhon's Lair Part 2, Rarlocan Main Base, Onerium's Lost Section, Oner-7 Portal Hub.


This week i have big news as the mod's progression is going very well, some people by now is thinking why i don't released anything yet and well, even after Rarlocan Main Base got completed, i still have two more maps to finish and one of them is the demo map released last year as a preview of what the mod could be, some months ago i decided to drop it from the map pack since i ran out of ideas for it to be a storyline map but due to a request of some friends i now reintegrated it in the map pack as a dungeon and changing its name from "Temple of The Portals - Entrance" to "Onerium's Lost Section", the update for the map pack will be released in the next week even with these two maps being in development.


A clarification about the actual maps:



A thing that i have to clarify for everyone is that Dungeon Maps ARE NOT the real campaign, these instead acts more of a "fun of play", there's no story behind them, i started the map pack with this kind of maps first because they are easier to make once you don't have to bother much with level design being adapted for a storyline nor difficulty progression, i have seen there are players who judge them as "just a bunch of maps with lots of monsters and nothing more", that is exactly they are meant for because they behaves separately, so with exception of Baerhon's Lair which is split in two maps, every time you enter in a dungeon your inventory and stats resets, these maps will also tend to provide different types of challenges in the middle gameplay like the Lava and jumping rooms in Baerhon's Lair Part 1 or the Laser Corridor in Rarlocan Main Base, those maps also have their gameplay flow heavily inspired from Serious Sam, Painkiller and Hard Reset style.


Another clarification about the hasty monsters:


Despite the upcoming joke of the "YOU DIED" death message from Dark Souls, i noticed that many players complains about the hasty monsters of the mod being too hard, specially the Invul Hunter.

Time to ban


It's interesting to see that some players says that "Doom is fast" but then they can't stop to think a bit about, because the only thing that is truly fast in the vanilla game is the Doomguy himself, everything else is very slow in speed unless you pick Nightmare skill, damn, Doomguy can even compete with flying rockets because its absurd speed, but then in Hunter's Moon you have that speed nerfed in 20% and also have monsters that can run so much as the player's character, that choice of making Hellknight, Baron of Hell and Invul Hunter run at the player is to give the same frenzy experience as in Quake 3 when you have to really think fast because both sides are balanced and not as in vanilla Doom which you literally run 'n gun if there's no hitscanners.

Invul Hunter dodges alot, jumps alot and have a very long range melee but i have to say that he is in fact one of the easiest monsters to kill no matter where you are, just stop trying rocketing him while running away, his hammer hurts alot more than his kick, so instead, stay close to him and don't try use Rocket Launcher or Grenade Launcher, pick a Plasma Gun, Lightning Gun or even some Shotgun to pointblank him, he will fall before you without a doubt.

Almost the same method can be applied to Cyberdemon, Asmodeus and the Tamers of The Dark as all of those monsters don't recieve splash damage from Grenade/Rocket Launchers and Trakion Cannon, so don't even try because it's just a waste of ammo on them but also don't try to stay near them, because of their obvious hitkill melee attacks due to their size.


Now about Version 2.8


Well, few noticeable things changed in this Version, mainly how Vehicles behave and the introduction of the Tamers of The Dark Ranerion and Zanieon.

The vehicles now store their health persistently as well the player, so going in and out of them will not reset their health nor your character's armor and health. They also lasts deployed alot longer than in the previous versions and to enter in them you have to actually press the 'use' button on them instead of simply touching.

About Ranerion, i can't say much more as i said almost everything about them in the last news feeds but surely i will update the patches i did for some vanilla megawads to include Ranerion in some maps.

Hunter's Moon - Version 2.8


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bett-url-you-will-ev
bett-url-you-will-ev

woah how do you create these statues? are these 3d models that you could import in the game?

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Zanieon Author
Zanieon

Yeah they are simply 3d models too, they are just giant actors with huge hitboxes to make them solid.

I didn't created them tho, they comes from Quake 3 Arena as well most part of the resources the mod is built over.

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bett-url-you-will-ev
bett-url-you-will-ev

how do you import them?
-i feel like a newb now-

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bett-url-you-will-ev
bett-url-you-will-ev

and also how do you make the diagonal floors?
what engine do you use?

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Zanieon Author
Zanieon

It's all powered by GZDoom, one of the dozens Source Ports the game have but currently being the best one for modding.

It runs under OpenGL and supports MD2/MD3 3D Models, 3D Floors, Dynamic Lights, GLSL Shaders, Slopes (the diagonal stuff you see) and many other things.

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